62 lines
2.4 KiB
C#
62 lines
2.4 KiB
C#
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using UnityEditor;
|
|
|
|
|
|
namespace ImstkEditor
|
|
{
|
|
|
|
/// <summary>
|
|
/// Adds the given define symbols to PlayerSettings define symbols.
|
|
/// Just add your own define symbols to the Symbols property at the below.
|
|
/// see https://forum.unity.com/threads/scripting-define-symbols-access-in-code.174390/
|
|
/// </summary>
|
|
[InitializeOnLoad]
|
|
public class DefineSymbols : Editor
|
|
{
|
|
|
|
/// <summary>
|
|
/// Symbols that will be added to the editor
|
|
/// </summary>
|
|
public static readonly string[] StaticSymbols = new string[] { };
|
|
public static bool runonce = false;
|
|
|
|
/// <summary>
|
|
/// Add define symbols as soon as Unity gets done compiling.
|
|
/// </summary>
|
|
static DefineSymbols()
|
|
{
|
|
string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup(EditorUserBuildSettings.selectedBuildTargetGroup);
|
|
List<string> allDefines = definesString.Split(';').ToList();
|
|
List<string> originalDefines = new List<string>(allDefines);
|
|
allDefines.AddRange(StaticSymbols.Except(allDefines));
|
|
allDefines.AddRange(GetDeviceSymbols().Except(allDefines));
|
|
if (Enumerable.SequenceEqual(allDefines, originalDefines)) return;
|
|
PlayerSettings.SetScriptingDefineSymbolsForGroup(
|
|
EditorUserBuildSettings.selectedBuildTargetGroup,
|
|
string.Join(";", allDefines.ToArray()));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check through the known device names and see if it exists in the factory,
|
|
/// if yes, set the appropriate symbol so that the device class will be compiled
|
|
/// </summary>
|
|
private static List<string> GetDeviceSymbols()
|
|
{
|
|
var factory = new Imstk.DeviceManagerFactory();
|
|
var names = new string[] { "OpenHapticDeviceManager", "IMSTK_USE_OPENHAPTICS",
|
|
"HaplyDeviceManager", "IMSTK_USE_HAPLY",
|
|
"VRPNDeviceManager", "IMSTK_USE_VRPN" };
|
|
var symbols = new List<string>();
|
|
for (int i = 0; i < names.Length; i += 2)
|
|
{
|
|
if (Imstk.DeviceManagerFactory.contains(names[i]))
|
|
{
|
|
symbols.Add(names[i + 1]);
|
|
}
|
|
}
|
|
return symbols;
|
|
}
|
|
}
|
|
}
|